private void SpawnObject() { RoadObject newObject = Instantiate(currentObjectGroup.GetRandomObject()).GetComponent <RoadObject>(); newObject.roadPosition = GetRandomOffRoadPosition(); newObject.currentDistance = Random.value; }
private void pictureBoxGrid_DragDrop(object sender, DragEventArgs e) { // TODO Abdullah RoadObject roadObject = null; // Declaration Image draggedImage = (Image)e.Data.GetData(DataFormats.Bitmap); // Get Imaged Draged Point draggedPointer = RoundXY(pictureBoxGrid.PointToClient(new Point(e.X, e.Y))); // Where to draw Image if (draggedImage == pictureBox_CrossingA.Image) { roadObject = new Crossing(draggedPointer, CrossingType.CrossingWithoutPedestrian, draggedImage); roadObject.bitmap = new Bitmap(draggedImage); simulator.AddCrossing(roadObject); Console.WriteLine("Crossing A was Drawn"); } else if (draggedImage == pictureBox_CrossingB.Image) { roadObject = new Crossing(draggedPointer, CrossingType.CrossingWithPedestrian, draggedImage); roadObject.bitmap = new Bitmap(draggedImage); simulator.AddCrossing(roadObject); Console.WriteLine("Crossing B was Drawn"); } else { MessageBox.Show("Non of the crossings"); Console.WriteLine("Crossing xyz was Drawn"); } clear(); drawGrid(); drawRoadObjects(simulator.RoadObjects); render(); }
// Constructor public Cell(int x, int y) { this.topLeftCornerX = x; this.topLeftCornerY = y; this.roadObject = null; spawntextboxes = new TextBox[4]; }
// Update is called once per frame void Update() { if (!IsPaused) { car.IsPaused = false; currentPosition = car.transform.position.z; if (currentPosition > distanceChecker) { Vector3 pos = new Vector3(planes[index].transform.position.x, planes[index].transform.position.y, planes[index].transform.position.z + 120); planes[index].transform.position = pos; RoadObject road = (RoadObject)planes[index].GetComponent("RoadObject"); road.RandomObstacle(); if (index < 3) { index++; } else { index = 0; } distanceChecker += 30; } } else { car.IsPaused = true; } }
public void ActivateRenderer(RoadObject roadObject) { this.roadObject = roadObject; //center.x = character.position.x; roadObject.transform.position = center; roadObject.transform.rotation = identityQuaternion; roadObject.renderer.enabled = true; }
public void AddCrossing(RoadObject ro) { if (RoadObjects == null) { RoadObjects = new List <RoadObject>(); } RoadObjects.Add(ro); }
public void drawMovingObject(List <MovingObject> mo) { foreach (MovingObject moving in mo) { RoadObject roadObject = moving.Path.RoadObject; roadPiece rp = moving.Path; int x = roadObject.Coordinate.X + rp.coordinate.X + moving.CoordinateInRoadPiece.X; int y = roadObject.Coordinate.Y + rp.coordinate.Y + moving.CoordinateInRoadPiece.Y; g.DrawEllipse(pen, x, y, 4, 4); } }
void InitializeEnviroment() { List <Vector3> anchors = GetRandomAnchors(radius_anchor_circle, num_anchors); List <float> angles = GetRandomAngles(num_anchors); road = new RoadObject(anchors, angles, true, path_space, BezierPath.ControlMode.Automatic, road_width); road.parentObject = gameObject; SetRoadPhysicalMaterial(1.0f, 1.0f); SetAgentOnRandomAnchor(); InitializeCarAgentComponent(); }
public void Reposition(RoadObject o) { var a = GetAngleAtPosition(o.position); o.transform.position = Quaternion.AngleAxis(-currentFrameAngle, Vector3.up) * ( GetOffsetAtPosition(o.position) + Quaternion.AngleAxis(a, Vector3.up) * new Vector3(o.x, 0) - currentFrameOffset ); o.transform.eulerAngles = new Vector3(0, a - currentFrameAngle + o.rotation, 0); }
public roadPiece(RoadObject ro, roadPiece[] nexts) { size = new System.Drawing.Point(10, 10); RoadObject = ro; Randomizer = new Random(); coordinate = new System.Drawing.Point(); orientation = Orientation.Degree0; trafficlightRefrence = null; NextArray = nexts; Sensor = null; }
public static RoadObject Copy(RoadObject road) { RoadObject new_road = new RoadObject(); new_road.points = road.points; new_road.isClosed = road.isClosed; new_road.space = road.space; new_road.mode = road.mode; new_road.gameObject = GameObject.Instantiate(road.gameObject); return(new_road); }
private void DisplayRoads(bool reset) { if (reset) { roadObjects.Clear(); } foreach (Town town in GameController.World.towns) { foreach (Road road in town.roads) { if (!roadObjects.ContainsKey(road)) { RoadObject roadObject = InstantiateOnMap(PrefabManager.Road, town.Tile.position, roadsParent); roadObject.Init(road); roadObjects.Add(road, roadObject); } } } }
/** * */ private RoadObject GetCoordinatesById(XmlNodeList nodeTags, List <long> nodeTagIds, XmlNode wayTag, int vehicleType, int roadType) { //ids for coordinate pairing from way tag var locationIDs = LoaderUtils.GetWayTagIDs(wayTag); var latLngObjects = new LatLngObject[locationIDs.Count]; var numOfFoundedIDs = 0; for (var k = 0; k < nodeTags.Count; k++) { //cached id from node tag var id = nodeTagIds[k]; int locationIndex; if ((locationIndex = locationIDs.IndexOf(id)) != -1) { var nodeTag = nodeTags[k]; var lat = float.Parse(nodeTag.Attributes["lat"].Value); var lon = float.Parse(nodeTag.Attributes["lon"].Value); latLngObjects[locationIndex] = new LatLngObject(lat, lon); ++numOfFoundedIDs; } //pokud všechny souřadnice byly spárovány s IDčkama od budovy if (locationIDs.Count == numOfFoundedIDs) { break; } } var roadObject = new RoadObject { LatLngCoordinates = latLngObjects.ToList(), RoadType = roadType, VehicleType = vehicleType }; return(roadObject); }
void Start() { ro = GetComponent <RoadObject>(); gameObject.AddComponent <AudioSource>(); }
public void AddConnection(RoadObject next) { throw new System.NotImplementedException(); }
/** * Vytvoření 3D objektu vozidla na dané cestě */ public void RenderObjectsOnRoad(RoadObject roadObject, Vector3 middleMapPoint) { MiddleMapPoint = middleMapPoint; //do not add road created only from one point if (roadObject.XyzCoordinates.Count() < 2) { return; } //pokud je objekt tramvaj a pokud se objekt pohybuje jen na draze mensi nez jedna(X a zaroven Z), tak ho nepridavat var startCoordinate = roadObject.XyzCoordinates[0]; var lastCoordinate = roadObject.XyzCoordinates[roadObject.XyzCoordinates.Length - 1]; if (roadObject.VehicleType == RoadUtils.VehicleTram && Math.Abs(startCoordinate.x - lastCoordinate.x) < 1 && Math.Abs(startCoordinate.z - lastCoordinate.z) < 1) { return; } //velikost objektu vozidel var vehicleScale = 0.018f; //nastavení vozidla do prvního úseku //pro pohyb mezi všemi úseky až do konce cesty roadObject.CurrentIndexPosition = 0; RoadObjects.Add(roadObject); //nastavení daného vozidla na začátek jednoho z úseků cesty (vozidlo se v jednom úseku pohybuje v rozmezí 0-1) //pro pohyb v jednom konkrétním úseku cesty Path.Add(0f); var carTypeRandom = 0; //random number for selecting vehicle type if (roadObject.VehicleType == RoadUtils.VehicleCar) { //0 -- 2 (3 type of cars) carTypeRandom = Random.Next(0, 3); } //tram (1 type of tram) else if (roadObject.VehicleType == RoadUtils.VehicleTram) { carTypeRandom = 3; } GameObject car; switch (carTypeRandom) { //cars case 0: car = Instantiate(BlueCarPrefab); break; case 1: car = Instantiate(GreenCarPrefab); break; case 2: car = Instantiate(BlueTruckPrefab); break; //trams case 3: car = Instantiate(TramPrefab); break; //default default: car = Instantiate(BlueTruckPrefab); break; } car.transform.localScale = new Vector3(vehicleScale, vehicleScale, vehicleScale); car.name = "car_" + (++NameIndex); Cars.Add(car); }
public void AddConnection(RoadObject next) { connections.Add(next); }
/* get & set cell y pos - java note*/ public void SetRoadObject(RoadObject o) { this.roadObject = o; }
private void SpawnOncomingCar() { RoadObject newCar = Instantiate(oncomingCarPrefab).GetComponent <RoadObject>(); newCar.roadPosition = Random.Range(-0.75f, -0.25f); }
private void SpawnSameDirectionCar() { RoadObject newCar = Instantiate(sameDirectionCarPrefab).GetComponent <RoadObject>(); newCar.roadPosition = Random.Range(0.25f, 0.75f); }
private void SpawnDeer() { RoadObject newDear = Instantiate(deerPrefabs[Random.Range(0, deerPrefabs.Length)]).GetComponent <RoadObject>(); newDear.roadPosition = Random.value >= 0.5f ? -1.5f : 1.5f; }